Sunday, January 10, 2016

Offers of Work


Adventures
Adventures are going to be split between two different categories: Immediate Situations and Progressing Situations. Immediate Situations will change after each session they are not dealt with by the party. Progressing Situations will change after 4 or fewer sessions they are not dealt with by the party.

Changes
Below are the changes that will be randomly rolled after the allotted sessions have expired.
  1. Situation has changed for the worse, however it is still manageable.
  2. Situation has changed for the better, however it still presents a problem.
  3. Situation has not changed, but will change in the foreseeable future. Counter is reset to 2.
  4. Situation has become near critical, if it is not handled in the next session, the worst possible outcome will occur.
Progressing Situations

A Howling Incursion
Patron: Klaus Raxxe (Mayor of Kuchak)
Patron Background: A male dwarf from the Valley who has won the past 5 elections due to the economic success of the city. He is known for collecting fingernail clippings of leaders and other important figures, then carves his own face on them. He is bald, wiry, and long nosed.
Job Information: A number of the factories of Kuchak have been sabotaged, diminishing the production of the city which in turn reduces its economic prosperity. Recently, after a botched sabotage attempt, a mangled body was found with some suspicious in its pockets: coins minted by the Howling Courts, a number of papers promising more money after the factory was destroyed, and a ticket stub from the UWE to the city of Voadax River. Voadax is a member of the Howling Court, a group of cities to the east of Kuchak with an aggressive expansion policy. To avoid the possibility of an incident that may make the relationship between the two cities worse, the mayor has asked private groups to investigate in the city of Voadax River for information.
Reward: 150 Coins to each person who brings information as to who is funding these acts of sabotage.
Sessions Until Situation Change: 1

Friday, December 25, 2015

Let me sail, let me sail, let the Orinoco flow...


Filling in the blanks.

A part of running Dungeon World is giving the players a say in the creation of the world. These are two quotes from the Official Dungeon World DM Guide to illustrate the point:

Dungeon World exists mostly in the imaginations of the people playing it; maps help everyone stay on the same page. You won’t always be drawing them yourself, but any time there’s a new location described make sure it gets added to a map.

When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change.

There will be times where I have left a part of the world blank, either purposefully or by accident. When questions are asked by the players that I do not have answers for, I will ask the players what they think. Every answer will receive 1 xp. Keep in mind, to level up a character only needs their current level + 7 in experience. Players who help 'fill in the map' without prompting will also receive an amount of experience in proportion to the effort put forth. All I ask is that these ideas be of a serious nature (no towns filled with monkey clowns) and that they idea fit the setting (no hidden temples full of ninjas). This is a grim world where happiness can be attained, but at the cost of great value or hard work. The world once held great technological and magical wonders, and these wonders are buried in the wastelands beyond civilization. Keep these factors in mind when coming up with ideas. You can import things from other preexisting works, though I value your imaginations far more and will award more xp for original ideas.

You can't take the sky from me... CLASS


THE ROGUE CAPTAIN
She's a beauty. Maybe only to your eyes, but yours are the ones that count. Her rigging is firmly tied, her keel strong, and her hold ready to keep your cargo safe. She consents to carry your crew, and under your guiding hand they treat her well.

Yes, your ship is a wonder. But she will have to be, because you will steer her into danger - and, fortunes willing, out of it again. She will carry you far, perhaps farther than anyone has gone before.
Set sail! Fly the colors! Ready the cannons! The Captain is on deck, and you’d best be at the ready!

LOOK

Choose one from each list:
  • Wary Eyes, Adventurous Eyes, or Eye Patch
  • Replaced Hand, Replaced Leg, or Shoulder-Perched Pet
  • Grizzled Body, Lean Body, or Overweight Body
  • Official Suit, Patched Together Outfit, or Regal Attire

STATS

Your maximum HP is 8 + Constitution.
Your damage die is d6.

Choose an alignment:

Good
Put yourself at risk to protect your ship or your crew.

Neutral
Endanger yourself or your ship for the sake of riches.

Chaotic
Take reckless and sudden action that puts an ally in danger.

STARTING MOVES

You begin play with all of the following:

Sail the Skies
You have an airship with a capable crew, able to sail the skies to anywhere you care to go. Your ship has a Control of +0, 3 Stress points, and cannons (2d6 damage or 1 Stress, near, far). Your ship follows all the same rules that regular vehicles do. When your ship is entirely destroyed and you need a new one, you can get a new one by spending 2 Trade.

When a player or crewman needs to make a roll using the ship, roll + Control in place of any stat you
would normally roll for the move. For example, a player firing the cannons would use the Volley move and roll +Control instead of +DEX. When a player with a Wisdom of 16 or higher rolls +Control, they take +1. When anyone deals damage with the cannons, they deal the cannon's damage instead of their damage.

Choose two of the following enhancements for your ship:
  • Agile: Increase your Control by +1.
  • Capable Crew: When your crew helps a player out, that player takes +1. Your crew can help one player at a time, or two players at a time while on the ship.
  • Combat Ready: Your cannons deal +1d6 damage.
  • Fast: Increase your Control by +1.
  • Luxurious: When you would gain 1 Trade from Captain's Share, gain 1d4 Trade instead.
  • Sturdy: Your ship has 1 more Stress point.
  • Tank: Your ship has 2 more Stress points, but decrease your Control by -1.

Captain's Share
When you spend some downtime in a populated area meeting with local merchants and nobles, gain
1 Trade. You can spend 1 Trade in any populated area except the one you got it from to gain one of the following benefits:

  • Make the Carouse move, and take +CHA to the roll.
  • Fully supply your ship. Unmark all Stress, gain 3 ammo for the cannons, and gain a few months' worth of rations for the crew.
  • Try to sell 1 Trade you get an offer for 3d6x10 coin. You may take or decline the offer, but if you decline, you won't get a better offer in this area.

You begin the first session with 1 Trade.

Chart the Course (WIS)
When you plan a route, roll +WIS. On a 10+, hold 3 Map. On a 7-9, hold 2 Map. On a 6-, hold 1 Map,
but when you spend it the GM will add a complication. When you make it through, lose all held Map.

You can spend one Map at any time to choose one:
  • Reveal a shortcut or detour.
  • Point out a safe spot, either to rest at, hide in, or travel through.
  • Spout Lore about an expected hazard as if you rolled a 10+.

You begin the first session with 1 Map.

BACKGROUND

Choose any race, then choose your background as a captain:

Militia
You have connections with the military of a certain nation. When you Recruit in a military outpost or base, take +1, and hirelings gained this way have a cost of "Blind Patriotism."

Merchant
When dealing with someone who values money, you can spend 1-trade in place of rolling Parley. When you do, you gain leverage and take the 10+ result for Parley.

Pirate
Your ship is renowned as a terror of the skies. You never need to make the Outstanding Warrants move local officials are too terrified of you to try anything, and everyone has already heard of you and your deeds.

GEAR

Your Load is 7 + STR. You start with as many rations as you need (5 uses per 1 weight), captain's leathers (1 armor, 1 weight), your airship, 5 ammo for the cannons, and 14 coins.

Choose your weapon:
  • A looted cutlass (close, 1 weight)
  • An officer's rapier (close, precise, 1 weight)
  • A wicked hook (hand, piercing 1, 1 weight)

Choose two:
  • Throwing knives (near, thrown, 1 weight), 3 ammo.
  • Adventuring gear (5 uses, 1 weight)
  • Poultices and herbs (2 uses, slow, 0 weight)
  • Pistol (reach, near, +1 damage, reload, 1 weight) with ammo bag (3 ammo, 1 weight)

BONDS

Fill in the name of one of your companions in at least one:

______ is my first mate.
______ has much to learn about life on the open sky.
I wouldn't be here today if it weren't for ______ .
______ hasn't earned the respect of my crew.

ADVANCED MOVES

When you gain a level from 2-5, choose from these moves.

Discerning Dabbler
Gain one move from any class list. Choose the move as if you were one level lower than you are, unless that move rolls +WIS or improves your senses. If either two criteria apply, you are considered your level.

Going Merry
Your crew has the skills and know-how to repair your ship, although there is only so much they can do
without funding. When you Make Camp while your ship has marked Stress, your crew will (poorly) repair it for you: half-remove one full mark of Stress. The crew cannot remove a half-mark of Stress, only full marks. When your ship has half-marks of Stress, it only needs to take 6 damage from a single hit to take a mark of Stress. You fully mark half-marks of Stress before you mark full ones.

Hell and Thunder
The following options are now available to your ship, and gain one of them:
  • Black Iron Cannonballs: Your cannons' base damage becomes 2d10.
  • Buster Salvo: Your cannons gain the Area tag.
  • Dragonfire Cannons: Your cannons gain the Elemental (Fire) tag.

Life of the Party
When you Carouse, on a 12+ choose as many options as you like. People will talk about this party for years to come, and you've become a local celebrity.

Renovations
Choose two more enhancements for your ship. Add the following option to the Captain's Share move:
Replace one existing enhancement on your ship with a different one.

Ride of the Valkyries
When you make a big show out of showing up at the last moment to save the day, you and everyone assisting you takes +1 forward.

Swashbuckling (WIS)
When you improvise a daring plan as you go, roll +WIS. On a 10+, hold 3. On a 7-9, hold 2. On a 6-,
hold 1, but the GM also holds 1 for an enemy to use. Spend 1-hold at any time to:

  • Leap around, over, or through an obstacle in your path.
  • Create an obstacle or distraction an enemy has to deal with.
  • Divert attention from yourself to an ally, or from an ally to yourself.

The Road Less Traveled
When you make it through a difficult route, the route remembers you. When you make your return
trip, natural hazards and threats will not bother you or those who travel with you.

Take Charge (CHA)
When you rein in a group of miscreants, roll +CHA. On a 10+, they calm down and do what you tell them to. On a 7-9, they'll either calm down but don't do what you say, or do what you say while remaining agitated, GM's choice. On a 6-, you have a mutiny on your hands.

The Spoils of War
When you win a great victory against a city or a person with wealth, gain 1d4 Trade. If you don't
gain any Trade this way, you find a treasure map! When you follow the map to completion, you find 1d8 Trade worth of goods.

Treasure Hunter
When in the pursuit of a treasure, gain 1 Payoff each time you suffer a major setback or someone beats
you to it. When you finally get your hands on that treasure, spend all of your Payoff. For each Payoff spent, gain one:
  • 1d4 Trade
  • A really cool unique item
  • A treasure map
  • As much mundane gear as you want
  • A moment of sweet revenge or irony

ADVANCED MOVES

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Big Damn Heroes
When it is dramatically appropriate, your crew will pilot the ship to rescue you in a tight spot, up to
and including operating the cannons if need be.

Captain's Word (CHA)
Requires: Take Charge
When you give an order to non-hostile NPCs, roll +CHA. On a 10+, they obey you to the best of their
ability before they can even think about it. On a 7-9, the GM chooses one:
  • They do it, but not very well or exactly how you wanted.
  • They offer you something they think you want.
  • They stop whatever they were doing to turn their attention to you.

Discerning Initiate
Requires: Discerning Dabbler
Gain one move from any class list. Choose the move as if you were one level lower than you are, unless that move rolls +WIS or improves your senses. If either two criteria apply, you are considered your level.

Klabautermann
Your ship has gained a guardian spirit. This spirit is an NPC with Priest +2, Protector +2, loyalty +2, and Cost: Protect the Ship. It will only listen to the orders of The Captain. The spirit will never leave the ship, and it can pilot the entire ship by itself if need be. If it is killed while the ship is still intact, it comes back to life at dawn.

Legendary Ship
Requires: Renovations OR Hell and Thunder
Gain access to the following enhancement options for your ship, and gain one of them:

Ghost Ship: your ship has a constant aura of dark fog, which does not hinder your own ability to
navigate. Pursuers will always lose track of your ship.

Opulent Ship: your ship is lavish with silks, jewels, and gold. When you gain Trade, gain twice as much Trade.

Storm Ship: your ship runs on electricity and shoots bolts of lightning. Your cannons gain the Elemental (Electric) and Ignores Armor tags.

Drill Nose: Your ship has a giant drill mounted on the front of it, and it can dig through earth and
stone.

Invincible: Your ship needs to take 14 damage or more from a single hit to mark a point of stress.

Submersible: Your ship can dive beneath the waves, bringing all cargo and crew safely underwater.

Warp Drive: Your ship can teleport to anywhere it’s been before. It takes a while to boot up the engines for this, though.

The Master of the Ship
When you are at the helm of your own ship, it has +1 Control and both you and your ship take 2 less
damage from all attacks. The Piercing and Ignores Armor tags do not get around this damage reduction.

Welcome to the Crew
When you spend some downtime in a populated area, gain up to two hirelings, each with a skill of your
choice.

Well Supplied
When you Make Camp on your ship, you and your allies can restock up to 3 uses of rations, bandages,
adventuring gear or ammo (each player chooses one).

Take a cigar, you're going to go far...

Union Engineer

 The UWE Train - The Dauntless

 The UWE Train - The Hippogryph

The Union of Wise Engineers

The Union of Wise Engineers (UWE), are the sole controllers of the railway systems of the entire world (so they claim). At very least they do control the railway system of your part of the world, and maintain that control through: a transportation / trade monopoly, economic pressure, and outright threats / violence. Each item they transport has a tariff placed upon it based upon its value, these tariffs are minor for essential items (medicine, food, etc...) and steep for luxury items (ancient technology, delicacies, etc...). With the tariffs being applied in these ways, the UWE is largely tolerated in the communities it serves as being the sole-proprietors of reliable long-distance transportation... Well, almost tolerated. There are a number of rogue engineers who work on their own forms of transportation, in the hopes of breaking the UWE's stranglehold on trade. These individuals are often stopped through a number of means available to the UWE, but that does not stop everyone. Even now there a rogue engineers who are constructing the newest form of transportation, the airship, that are being captained by brave men and women looking to undercut the UWE tariffs. 

 A 'Rogue' Airship

Welcome my son, welcome to the machine... CLASS


The Archeo - Technician
In this desolate age, the masses turn away from technology or flee before the armies of terrible war machines. Conquered by psychic mutants or those who turn to the arcane arts, whole populations
return to the Stone Age.

But with the sharpness of your mind, technician, you are able to master the might of machines. Who are you to tremble in fear of their revolt? For you can only fear that which you do not understand and the disciplines of technology hold no secrets from you, the engineer of robotic miracles. In a time of war and troubles, on a planet dominated by oppressive tyrants and ravenous alien monsters, who will keep the arts of science and reason alive? You will, technician, you will!

The Technician is an alternate version of the Cleric, designed for science fantasy adventures on a godless planet. Play a Archeo - Technician if you want to manipulate gadgets, robots, and other machines, and blur the lines between flesh and technology.

LOOK

Choose one for each:
Flashing Eyes, Obsessed Eyes, Spectacles.
Greasy Hair, Weird Hat, Wild Hair.
Foil Jumpsuit, Robot Clothes, Technical Uniform.
Emaciated Body, Huge Body, Svelte Body.

STATS

Your maximum HP is 8+Constitution.
Your base damage is d6.

STARTING MOVES

Command of Robots
When you use your machines to communicate with other machines use your machines to communicate with other machines, roll+INT. •On a 10+, you can issue a single command to the machine or robot that it must obey. •On a 7-9, you can parley with the machine or robot by offering it data, power, or proper
usage—no matter what level of intelligence it possesses.

Operate Machines
When you run a prepared operation on one of your machines, roll+INT. •On a 10+, the operation runs smoothly, and may be run again. •On a 7-9, the operation runs, but choose one: After you run it, your machine is drained of power. You cannot run this operation again until you do technical prep work. The operation scrambles your machines—take -1 ongoing to operate machines until the next time you do technical prep work. You draw unwelcome attention or put yourself in a spot. The GM will tell you how. If you are already running operations with ongoing effects, you take -1 to operate machines for each ongoing operation.

Technical Manual
You have possession of a sacred technical manual which explains the use and modification of your machines, allowing you to master them. You start with mastery of three first level operations of your choice and all three automatic operations. Whenever you gain a level, you gain mastery of a new operation of your level or lower.

Technical Prep Work
When you spend uninterrupted time (an hour or so) working on your machines spend uninterrupted time (an hour or so) working on your machines, you:

  • Lose any operations you already have prepared.
  • Prepare all of your automatic operations, which never count against your limit.
  • Prepare new operations of your choice from those you have mastered whose total levels don’t exceed your own level+1.

For each operation you prepare, you must carry one machine to operate it (1 weight each). When you prepare operations, you build or repurpose your machines so you have exactly enough. If someone else operates one of your machines, they can only run the operation once and must defy danger to do so correctly.

Workshop
When you spend time in a technical workshop, you can prepare any operation that you have not mastered. This takes a minimum number of days equal to the operation’s level and if your level is lower than the level of the operation, the GM chooses another requirement:

  • It costs 1,000 coins per level in supplies.
  • It takes twice the minimum amount of time.
  • The project draws unwanted attention.
  • You need several assistants to help you.
  • You need to take something apart first (the GM will tell you what).
  • You need to test it out first.

If you complete this requirement, roll+WIS. •On a 10+, the GM chooses one additional requirement. •On a 7-9, the GM chooses two additional requirements. If you meet these requirements, the operation is prepared as usual. If you don’t, your machine runs out of control.

ALIGNMENT

Choose an alignment:

Evil
Use machines to dominate or control other living creatures.

Good
Use machines to help others with no expectation of reward.

Lawful
Use machines to punish criminals or other socially disruptive elements.

GEAR
Your load is 14+STR. You start with a toolkit (1 weight) and a workshop (4 weight if portable).

Choose your protection:
  • Heavy metal (2 armour, 2 weight).
  • Protective utility suit (1 armour, 1 weight).
  • Ancient/Sacred technical uniform (0 weight).

Choose your weapon:
  • Laser scalpel (hand, 0 weight).
  • Grinder/saw combo (close, 1 weight).

Choose the main characteristic of each of your machines when you prepare them (they are 1 weight each):
  • Antenna dish
  • Box of switches
  • Bundle of wires
  • Coiled tubes
  • Cords and plugs
  • Disc of flashing lights
  • Glove
  • Glowing screen
  • Grill
  • Helmet
  • Keyboard
  • Lens and frame
  • Lever(s)
  • Mask
  • Microphone
  • Motor
  • Rod
  • Sheet of metal cloth
  • Sphere
  • Turntables

BONDS

Fill in the name of a companion in at least one:

_______________ is distrustful of machines. I will prove their value.
_______________ is proof that great things can be achieved without
machines. I must match those achievements with mine own.
_______________ knows where something amazing is hidden. They must
show me!
I must protect _______________ so they can help me with my work. They
understand it.

ADVANCED MOVES

When you gain a level from 2-5, choose from these moves.

Aptitude
Choose one operation. You can prepare and perform that operation as if it was one level lower. A level 1 operation becomes an automatic operation.

Burnout
When you run an operation, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well:

  • The operation’s effects are doubled.
  • The operation’s targets are doubled.

Cyborg
Your machines are all implanted, part of your body. Collectively, they count as 0 weight and cannot be removed without causing you harm.

Electromagnetic Detection
When you wave your instruments around, roll+INT. •On a 10+, you know if there are any machines in sight or hidden nearby, and where they are. •On a 7-9, you can detect the presence of machines and their general direction, but not pinpoint their numbers or location exactly.

Experienced Mechanic
When you discern realities occupied by a machine, on a 7+, ask one extra question about that machine.

Machines for Armour
When you make your machines take the brunt of damage dealt to you make your machines take the brunt of damage dealt to you, the damage is negated, but you must choose one machine with an operation prepared to be ruined. You cannot run that operation again until you do technical prep work.

Multitasker
When you run an operation you ignore the first -1 penalty from ongoing operations.

Reverse Engineering
Choose a spell from another class. You can prepare and run that spell as one of the operations you have mastered.

Technical Catalogue
When you spout lore about machines, robots, or other technological wonders spout lore about machines, robots, or other technological wonders, take +1.


When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Burnout Control
Replaces: Burnout
When you run an operation, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well. On a 12+, you get to choose one of these effects for
free:
  • The operation’s effects are doubled
  • The operation’s targets are doubled.

Command Center
Replaces: Multitasker
You ignore the -1 penalty from two operations you run with ongoing effects.

Metaphysical Detection
Requires: Electromagnetic Detection
When you detect machines, you can also detect magical and psychic energies, and distinguish between them and machines.

Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.

Smooth Operator
Requires: Aptitude
Choose one operation in addition to the one you picked for aptitude. You can prepare that operation as if it was one level lower.

Sacrificial Machines
Replaces: Machines for Armour
When you choose to let your machines take the brunt of damage dealt to you, the damage is negated and you take +1 forward against the attacker, but you must choose one machine with an operation prepared to be ruined. You cannot run that operation again until you do technical prep work.

The New Flesh
The first time you spend time in your workshop after taking this move, choose a part of your body. When you emerge from your workshop, this part of you has been replaced by machines and possesses special powers (computer brain, radio antennas, tank treads, temperature-resistant plasteel skin, x-ray vision, etc).

Versatility
Requires: Reverse Engineering
Choose a second spell from another class. You can prepare and run that spell as one of the operations you have mastered.

TECHNICAL OPERATIONS

There are too many operations to list, however, many of th operations mimic the spells from the cleric and wizard spell lists. Refer to those lists to get an idea of the functionality of the various operations.

Thursday, December 24, 2015

I am change itself... CLASS


The Mutant
You lurk in the shadow of the “pure” ones, in the ruins of the Wastelands. The others, the “normal” ones, would say you represent the debasement of the species, a genetic collapse. But no, they are
wrong. You are not less than pure, you are something more. You are strong where the unchanged are weak, fast where they are slow—alive where nothing else can survive. Where they would keep themselves the same and change only their surroundings to conform to their wishes—by force if necessary—you know this is not always possible. You know that to survive means to adapt, and adapting is what you do best.

RACE

You may choose a race for which your character was before being changed by the wastes. You choose as many physical attributes of the race you were before, however, you much choose at least one “tell” from the list below. You may also choose to take the moves from your chosen race instead of your class moves.

LOOK

Choose at least one “tell” from the list:
• Inhuman Eyes, Unnerving Eyes, Watching Eyes.
Furry, No Hair, Strangely-Coloured Hair.
Hulking Posture, Flowing Posture, Twisted Posture.

STATS

Your maximum HP is 6+Constitution.
Your base damage is d8.

STARTING MOVES

Choose what type of mutant you are and gain the corresponding move:

Made Truly Alien
You get one of the level 2-5 advanced moves to start with.

Partially Changed
You get one starting move from another class, as long as it does not include spells or require multiple moves to be useful.

Hidden Changes
You can appear to be a normal member of another humanoid race when not using your mutations. If your disguise is subjected to any scrutiny, however, you will need to defy danger in order to hide your mutations.

You start with these moves:

Advantageous Mutations
Choose three abilities from the list below that reflect the advantages your mutations give you. When you employ an advantageous mutation employ, you must defy danger to make it work properly.

Sensitive Nose: You can Hunt and Track using just your excellent sense of smell.

Living Shield: You can grant your Armor bonus to both yourself and a single ally close to you.

Animal Vigor: Your vicious claws and teeth do class damage. You can swim well and hold your breath for long periods.

Dangerous When Cornered: When you suffer damage (after subtracting Armor) take +1 forward against that creature who injured you.

Strong Stench: Your stench revolts both allie and enemies. They deal -1 damage while they are close to you.

Blood Rage: When you suffer damage (after subtracting Armor) take +2 damage forward against that creature.

Unbreakable Grip: No-one can ever take items you are currently holding.

Self Sufficient: You don’t need to eat or drink and are not affected by poison. If a move tells you to mark off a ration just ignore it.

Vampiric Touch: Your touch causes 1d4 damage and heals you of the same amount.

Exposure to Twisting Forces
When you use your mutations to do something the other players and the GM agree is particularly clever or entertaining use your mutations to do something the other players and the GM agree is particularly clever or entertaining, gain 1 hold for unstable mutations. Your group should use this move to tell you how much crazy mutant action they want to see.

Unstable Mutations
When you are exposed to the mutating forces of the wastelands, and at the start of a session, roll+CON. •On a 10+, hold three. •On a 7-9, hold two. •On a miss, hold one and the GM will tell you how your body changes. Spend a hold to:

  • Change one of your advantageous mutations to a different mutation.
  • Use one of your advantageous mutations without a roll.

ALIGNMENT

Choose an alignment:

Chaotic
Defy the laws and customs of civilization.

Evil
Use your mutations to harm or terrorize.

Neutral
Make a friend.

GEAR

Your load is 8+STR.

Choose your defences:
  • Chaos armour (2 armour, 1 weight, cursed).
  • Scavenged armour (1 armour, 2 weight).
  • Shield (+1 armour, 1 weight).

Choose your arms:
  • Dagger (hand, 1 weight) and adventuring gear (1 weight).
  • Energy sword (close, 2 piercing, 1 weight).
  • Metal club (close, +1 damage, 2 weight).
  • Ray gun (near, 1 weight).

BONDS

Fill in the name of a companion in at least one:

_______________ has been a friend to me when others were prejudiced.
_______________ will help me create a new mutant civilization.
I must prove to _______________ that I am a person too!
I will show _______________ the secrets hidden in these ruins.

ADVANCED MOVES

When you gain a level from 2-5, choose from these moves.

Acid Spit
When you spit acid (reach, 1 piercing) and deal damage, your target’s armour, if any, is reduced by one point.

Amphibious
You function just as well underwater as you do on land. If you’re making a move against a land lubber in the water, take +1.

Expanded Senses
You have additional senses or extendable sense organs (antennae, eyestalks, sonar, etc) that allow you to see in the dark, around corners, sense vibrations through the earth, and have a greater range of hearing, smell, and taste.

Extra Limbs
You have additional, prehensile limbs (arms, hair, tail, etc) which allow you to duel wield weapons (roll damage twice and discard the lower result).

Increased Mobility
If you take your time, you can stick to walls and squeeze through tight spaces.

Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.

Natural Armour
Hardened skin, scales, or chitin gives you +1 armor.

Natural Weapons
When you hack and slash, deal +1d4 damage.

Noxious Cloud
You can produce a cloud of noxious gas or spores. Deal your damage to anyone caught within this cloud (including yourself, if appropriate).

Paralytic
You can paralyze another creature in your presence, through chemical emissions, hypnotic patterns, psychic waves, or some other method. When you target someone, roll+CHA. •On a 10+, they are paralyzed and you can still move about, as long as you maintain a link (eye contact, touch, etc). •On a 7-9, as long as you stay still, they cannot move.

Protected Senses
You are neither blinded by bright lights nor deafened by loud noises. You do not suffer vertigo and can ignore your senses of smell, taste, and touch if they displease you.
Regeneration
When you consume a ration, you heal half your maximum hit points. When you sleep, you recover all your hit points.

Third Eye
When you discern realities with your third eye, on a hit you can
also ask one of these questions:

  • What aspect here has the greatest potential for evil?
  • What aspect here has the greatest potential for good?
  • What is wrong with this and how could it be fixed?
Venom
When someone is affected by your venom (by ingesting it, being bitten, etc), deal your damage to them.

Webs
When you catch someone in your webs, they become immobilized.

Wings
You have wings of one type or another that allow you to fly.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Adaptive Mimicry
When you witness a monster move in action and imprint it on your brain witness a monster move in action and imprint it on your brain, roll+WIS. •On a 10+, you may add this move to your advantageous mutations, permanently. •On a 7-9, you may add this move to your advantageous mutation but for one use only.

Highly Unstable
In addition to the hold you get from unstable mutations, you get 1d4 extra hold at the start of each session.

Hyperaccurate Sensory Organ
Choose one of your senses, or develop a new one. When you discern realities using this sense, take +1.

Multiclass Initiate
Get one move from another class. Treat your level as one lower for choosing the move.

Multiclass Master
Get one move from another class. Treat your level as one lower for choosing the move.

Parasitic Feeding Patterns
When you deal your damage to another creature, you also heal yourself of 1d4 damage. This ability may be combined with Vampiric Touch.